Something Appears!

Hey, pixies and sprites of the Internet!

First, happy New Year to those of you who are in 2017 already. And to those who will be celebrating the end of 2016, I hope you have a good evening and party (responsibly, of course)!

Second, I just completed a major project of mine. There is a website called Dungeon Master’s Guild, run by Wizards of the Coast. Here, you can post your homebrew content and sell it to people who want to use it for their own games.

While I do love my little piece of the World Wide Web here, I made an attempt to publish something on the DMG (not the Dungeon Master’s Guide, but the Guild). In tune with much of my other content I produce on Pitfalls and Pixies, it revolves around the Fae.

I present to you, the Night Market! http://www.dmsguild.com/product/196052/The-Night-Market-An-Adventure-for-Dungeons-and-Dragons-5e

The Night Market was a random occurrence that I produced for my current 5th Edition game, ‘Masks of the Archfey’. I have run similar sessions like the Night Market on different occasions, and each have been called my player’s favorite game nights of the many they participated on. That made me think, that this might be something  I can sell.

Based on stories such as ‘Neverwhere’ and movies like ‘Labyrinth’, the Night Market is a monthly bazaar of the bizarre (see what I did there?). It sells everything from the mundane to the macabre: spices, shrunken heads, cursed items and bent spoons. And each time the Market comes into town, the merchant are all different. It leads to repeated visits and all of them are different.

In the Night Market document, there are two new playable races: Dryad and Selkie. One is a displaced spirit of the forest, while the other are shapeshifting seal-beings hailing from Irish and Scottish folklore. There are also NPC ideas, plot hooks, inspiration points to run a Night Market as well as traps to foil your players! All priced at just a single dollar.

If you purchase The Night Market, please let me know what you think! I’d love feedback of the content inside of it!

Everyone, have a good New Year! Stay magical!

 

 

 

 

 

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Centaur: A Wild and Free Race for 5E

Centaurs: a creature that many know of but not terrible amounts of us gamers would ever consider playing. Well, at least in my own gaming circles. I for one would adore the chance to play one of these hooved creatures.

In previous editions, I do know it was possible to play one but they often times came with heavy negative modifiers and non-redeeming aspects. So, to remedy this itch I cannot scratch, I have developed my own playable Centaur race!

As always, feedback from playtesting is always encouraged.



 

“We thought it was a migration of antelope in the distance that we saw. That was before our eyes let us see the swords and spears they raised above their heads and letting out a war-cry before charging.”

Centaurs, where they natively live, are often times seen as monsters meant to dominate and kill. Most do not know that they have a complex social structure no different from hunter-gatherer societies.

They are creatures who seem to know everything about the native terrain where their herds dwell. Stalwart stewards of the land, they take great pride in the upkeep of the natural world and have an inherent warrior spirit to defend it from those who wish it harm. They just look odd, with the lower bodies of horses, deer and other hooved beasts.

Centaur Racial Stats

Your Strength increases by 2.

Your move speed is 40 feet. Having the lower body of a horse or hooved creature allows you to move at a greater pace than others.

Centaur Weapon Training: You have proficiency with spears and glaives.

Languages: You know how to speak Common and Centaur. The Centaur languages has notes of Dwarven to it, but the whole language is guttural and sounds very much like snorts and braying.

Hooved: As a centaur, you have learned to use your horse-like legs in combat situations. Once on your turn, instead of using a melee weapon attack, you may use your Kick. This does 1d8 plus your Strength modifier and has a range of 5 feet. If your legs are ensnared, you are unable to use your Kick and must be able to break free under the circumstances of what made you unable to use this ability.

 

 

Centaur Subraces: Plainstrider and Spiritshod

In centaur culture, it is oftentimes divided into two groups: those who are warriors and those who are arcane-endowed. Each has their own place in the herd, to keep the group tight-knit.

 

centaur7Plainstrider

Your Constitution increases by 1. Plainstriders need to be hardy creatures in order to keep up with hunts, mass migrations and out-running larger foes.

Skills of the Plains: You have proficiency with the Survival and Animal Handling skills. Plainstriders are often times the trackers of a centaur herd.

Charge: Adapted to running long distances, when you move in a straight line at least 20 feet and hit with a melee attack on the same turn, the target takes an additional 2d6 damage. On a natural 20, the target must make a Strength saving throw equal to 8+your Strength modifier + your proficiency modifer or be knocked prone. Once you use your Charge, you regain it on a short or long rest.

 

 

 

Spiritshod

shamanYour Wisdom increases by 1.Your knowledge of magic makes you wise, even amongst your peers and herd-mates.

Cantrip: You know one cantrip from the Druid spell list. If you are a spell caster, this does not count towards the total number of cantrips which you know.

Commune with the Herd: Spiritshod centaurs are the mystics of their tribes, and carry with them a totem representing their herd and family long since gone. These are often made of bone, wood or some kind of natural material that is significant to their tribe. Once on a long rest, you may perform a ritual in which you attempt to speak to your ancestors. They are under no discretion to speak the truth, preferring simple yes or no questions rather ones that require an ample explanation. You may do this as a Ritual, and regain use of this on a short or long rest.

 

Centaur race for Dungeons and Dragons 5th Edition belongs to Faith D’Ambrosio at ‘Pitfalls and Pixies’. Dungeons and Dragons 5th Edition is property of Wizards of the Coast.

 

 

 

Monsters of D&D: Team RWBY

I admit, I’m letting my nerd flag fly even more then I usually do with this post. But after this latest season so far of the Rooster Teeth series ‘RWBY’, I have to admit that a lot of the show does seem like some of the crazy stuff that monsters and player characters alike can do in a challenging campaign session.

I’m partial to Weiss more then the rest of the all-female team, but dang, was the Ice Princess hard to create: with all of the versatility to her Semblance, it was a challenge to nail her abilities down. With that said, here are some kick-butt females to toss at your players: will they be allies or just another enemy to face in the tide of Grimm?

Note: this is after seeing what each character can do, based on the story chapters one through four.


 

Ruby Rose- Human Huntress

Image result for rwby ruby season 4 artwork

Armor Class: 15, 18 when Semblance is active

Hit Points: 75

Speed: 40 feet, 85 when Semblance is active

 

Strength: 13 (+2)

Dexterity: 20 (+5)

Constitution: 12 (+1)

Intelligence: 12 (+1)

Wisdom: 14 (+2)

Charisma: 13 (+2)

 

Saving Throws: Dexterity +8 , Wisdom +5 , Semblance Upkeep +8

Skills: Acrobatics +8,

Damage Resistances:

Senses: Passive Perception 14

Languages: Common

 

Semblance: Ruby Rose can activate her Semblance as a bonus action during her turn, choosing from one of the effects described below.

Red Like Roses (recharge 4-6): Ruby Rose may double her movement speed when active. Opportunity attacks to hit her have disadvantage during this time.

Leader of the Pack: Ruby Rose has advantage on attacks when her allies are within sight.

Grimm Scythe: Ruby Rose may make an additional attack with Crescent Rose, either in Shotgun form or Scythe form. This cannot be used to use an additional multi-attack, and must be a single Scythe or Shotgun attack.

When Ruby Rose is hit with an attack, have her make a Semblance Upkeep check (DC 13). On a hit, the Semblance ends. On a success, the Semblance is still active.

Actions

Multi-Attack: Ruby Rose may attack twice using Crescent Rose in scythe form, or three times in Shotgun form.

Crescent Rose, Scythe: melee weapon attack, +8 to hit, one target. On a hit: 3d8 slashing damage.

Crescent Rose, Shotgun: ranged weapon attack, +8 to hit, one target. On a hit: 4d4 piercing damage.

 


 

Weiss Schnee- Human HuntressWeiss by Koyorin

 

Armor Class: 13 (16 when Semblance is activated)

Hit Points: 60

Speed: 30 feet

 

Strength: 10 (+0)

Dexterity: 17 (+3)

Constitution: 11 (+1)

Intelligence: 19 (+4)

Wisdom: 13 (+2)

Charisma: 14 (+2)

 

Saving Throws: Intelligence +7 , Dexterity + 6 , Semblance Upkeep +7

Skills: Arcana +7,

Damage Resistances: Cold

Senses: Passive Perception 13

Languages: Common

 

Semblance: Weiss Schnee can activate her Semblance as a bonus action during her turn, choosing from one of the effects described below.

Royal Test (recharge 6): Weiss can summon the Black Knight, which rolls Initiative once bought to combat. The Black Knight has the stats of a Helmed Horror, that can be found in the Monster Manual.

The Black Knight is immune to the following spells: magic missile, cone of cold, lightning bolt

Always Cold: Any enemy who hits Weiss with a melee attack is dealt 2d6 cold damage.

Glyph of Defense: Weiss summons a Glyph to deter attackers from hitting. As a reaction to being hit by a ranged or melee attack, the enemy has disadvantage on the hit and must take the lower score.

When Weiss Schnee is hit with an attack, have her make a Semblance Upkeep check (DC 13). On a hit, the Semblance ends. On a success, the Semblance is still active.

 

Actions

Multi-Attack: Weiss Schnee can attack two times with Myrtenaster, and makes one Glyph Manipulation selection.

Myrtenaster: melee weapon attack, +7 to hit, one target. On a hit: 3d8 piercing damage, along with 2d4 fire, cold, necrotic or lightning damage. Weiss Schnee makes this decision when the attack hits.

Glyph Manipulation: Weiss conjures up a Glyph which can be used for a myriad of effects. Weiss chooses which effect she would like to use with the Glyph.

Force Ring: One target. A black Glyph is summoned forth, seeping with force energy. Target makes a DC Dexterity saving throw 16. On a failure, they take 2d10 force damage and must make an additional Strength saving throw 16. On a failure, the target is then grappled and can make the saving throw again at the end of their turn. Force Ring Glyphs hit said target automatically.

Bounce/Land: One creature. A ring of energy launches targets up into the air, making attacking them easier while providing confusion for the enemy. The creature must make a Dexterity saving throw 16 or be launched into the air 30 feet.

An ally, once a target is launched this way, can rocket up and make an attack with advantage as the enemy begins to plummet downward.

An enemy who is falling, when they hit the ground, then must make a Dexterity saving throw 15. On a failed save, they take 3d10 force damage from the fall and half as much on a success.

Weiss can also use this to create a solid platform for herself and allies to stand on, by manipulating the energy of the Glyph.


 

Yang Xiao Long- Human Huntress

Armor Class: 16 (19 when Semblance is activated)

Hit Points: 80

Speed: 30 feet

 

Strength: 20 (+5)

Dexterity: 13 (+2)

Constitution: 18 (+4)

Intelligence: 10 (+0)

Wisdom: 11 (+1)

Charisma: 13 (+2)

 

Saving Throws: Strength +7 , Constitution +7 , Semblance Upkeep +7

Skills: Athletics +7,

Damage Resistances: Piercing, slashing and bludgeoning damage, as well as force when Semblance is active

Senses: Passive Perception 14

Languages: Common

 

Semblance: Yang Xiao Long can activate her Semblance as a bonus action during her turn, choosing from one of the effects described below. Her Armor Class also increases when her Semblance is activated, and she has resistances mentioned above.

Yellow Beauty Burns: Yang’s attacks do an additional 2d8 fire damage on top of the existing damage being done. The attacks count as magical fire damage, for the sake of breaking resistances.

Resilient: Yang Xiao Long has advantage on Strength saving throws, as well as advantage on Grapple checks made against other enemies or breaking loose of them.

Big Sister’s Strength (recharge 5-6): When Yang Xiao Long’s Semblance is active, the damage of Ember Celica is increased by 2d6. She also has advantage on Strength saving throws, and Grapple checks (on both the receiving and giving ends).

When Yang Xiao Long is hit with an attack, have her make a Semblance Upkeep check (DC 13). On a hit, the Semblance ends. On a success, the Semblance is still active.

 

Actions

Multi-attack: Yang Xiao Long attacks three times with Ember Celica.

Ember Celica: melee weapon, one target, +8 to hit. Damage: 2d10+5 force damage.

I Burn (recharge 5-6): burst effect, centered on Yang. Reach 30 feet. Yang uses her anger to make a fiery inferno burst forth from her. Have all targets within 30 feet of her make a Dexterity saving throw 17. On a failure, they take 3d6 fire damage and are knocked prone. On a success, they take half of the damage and are not knocked prone.

If Yang Xiao Long’s Semblance is activated, the saving throw increases to 19, and the damage increased to 4d6 total.



 

Blake Belladonna- Faunus Huntress

Armor Class: 14, 18 when Semblance is active

Hit Points: 70

Speed: 35 feet

 

Strength: 13 (+2)

Dexterity: 19 (+4)

Constitution: 11 (+1)

Intelligence: 10 (+0)

Wisdom: 18 (+3)

Charisma: 10 (+0)

 

Saving Throws: Dexterity +7 , Wisdom +6 , Semblance Upkeep +7

Skills: Perception +7, Acrobatics +8, Animal Handling +6

Damage Resistances:

Senses: Passive Perception 16, darkvision 30 feet

Languages: Common, Faunus

 

Semblance: Blake Belladonna can activate her Semblance as a bonus action during her turn, choosing from one of the effects described below. Blake may choose which Semblance effect she would like to use during her turn as well.

Descending from Shadows: Blake Belladonna has advantage on Stealth checks. While hidden, she also has advantage on attacks to hit with her Huntress’ Whip.

The Beasts (recharge 5-6): Blake can summon 1d4+1 shadow copies of herself, who go directly after her in the initiative order. They each have an AC 10, Blake’s stats, and 20 hit points. Blake’s shadow clones can only take one attack action during their turns.

The shadow copies look exactly like Blake Belladonna. When an enemy targets Blake, roll a d100 to see if the target is a clone. On a 50 and above, the target is a clone of Blake.

White Fang Training: Blake can make one additional attack with Gambol Shroud, and move up to half of her movement speed without being targeted by opportunity attacks.

When Blake Belladonna is hit with an attack, have her make a Semblance Upkeep check (DC 13). On a hit, the Semblance ends. On a success, the Semblance is still active.

 

Actions

Multi-attack: Blake Belladonna can attack three times with Gambol Shroud. She may choose different targets to hit on each success.

Gambol Shroud: ranged attack, +7 to hit, one target. At the beginning of the attack, choose what form to attack with: either Pistol form or Whip.

Pistol: on a hit, takes 2d6 piercing damage.

Whip: on a hit, takes 3d4 damage. A target then must make a DC Strength saving throw 15 or be grappled. A target can make the saving throw again as an action on their turn. Gambol Shroud’s Whip automatically hits a grappled target, and Pistol attacks have advantage.

RWBY is property of company Rooster Teeth. Character names and concepts are also copyrighted to Rooster Teeth. Homebrew content belongs to Faith D’Ambrosio, at ‘Pitfalls and Pixies’. This is content for Dungeons and Dragons 5th Edition.